Quick Comment

I would love to see this guide updated. I have great support for the ideas behind it. It's given me some great results when learning how to Amumu and going further and using him as an experienced champion.

Nice guide, I started using both builds interchangeably, depending on my confidence level.

Couple questions:

[*] For the first jungle clear, I can only seem to do 3-4 camps before my health is really low and I have to B. Is this expected? I'm interested to know what your first clear usually looks like.

[*] For Build 2, when you engage an enemy - do you smite them first, then Q? I imagine it depends on the exact circumstances, but assuming conditions are ideal -- smite, Q or Q smite?

Thanks!

I clear as much camps as i can. It depends of the leash i got, if i want to gank mid after the first few camps, if i counter ganked and depends on who my enemy jungler is. For example it is a nidalee i wont go taking my blue buff with 40% hp even though i could kill it, because she is likely to counter jungle me.
It is different every game.

Depends of what smite your using, if it is blue smite then i would smite before Q because it helps you hit him better.
If it is red smite then there is no point to smite him until your Q connected, it doesn't slow them or help you hit your Q in any way. If you miss your Q then you just wasted your smite.
The ideal time to smite is right at the moment your Q connects, literally mid air while your flying to your enemy with your Q. (You can still use smite while your flying at your enemy with your Q animation, even if ur CCed)

Why do you take insight over perserverance? I feel like the great health regen would be far more useful than smite and flash have a few seconds chopped off the cooldown. Like you said getting away with 5-10% hp is ideal for a tank, so the bonus hp regen could help you get back in there with around 30% instead of backing and leaving the team.

Amumu has no skills for regen, no healing, or anything like that. The 50% and 200% regen numbers may seem big but in reality their pretty much nothing, especially in a teamfight that 10 health u may regen in it will mean nothing.

Why do you take insight over perserverance? I feel like the great health regen would be far more useful than smite and flash have a few seconds chopped off the cooldown. Like you said getting away with 5-10% hp is ideal for a tank, so the bonus hp regen could help you get back in there with around 30% instead of backing and leaving the team.